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remove escape room stuff

/develop/pushcollabonly
HH 3 年前
当前提交
71b7942e
共有 8 个文件被更改,包括 0 次插入2283 次删除
  1. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab
  2. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab.meta
  3. 949
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/EscapeRoom.unity
  4. 9
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/EscapeRoom.unity.meta
  5. 137
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs
  6. 12
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs.meta
  7. 157
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomGameController.cs
  8. 11
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomGameController.cs.meta

1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab
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7
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/EscapeRoom.prefab.meta


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Project/Assets/ML-Agents/Examples/PushBlock/Scenes/EscapeRoom.unity.meta


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137
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs


//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class EscapeRoomAgentCollab : Agent
{
PushBlockSettings m_PushBlockSettings;
Rigidbody m_AgentRb; //cached on initialization
public bool useVectorObs = true;
private EscapeRoomGameController m_GameController;
// void Awake()
// {
// }
public override void Initialize()
{
// Cache the agent rigidbody
m_AgentRb = GetComponent<Rigidbody>();
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
m_GameController = GetComponentInParent<EscapeRoomGameController>();
}
public override void CollectObservations(VectorSensor sensor)
{
if (useVectorObs)
{
sensor.AddObservation(m_GameController.DoorIsOpen);
sensor.AddObservation(m_GameController.PlayerDict[this].HoldingSwitch);
sensor.AddObservation(m_GameController.PlayerDict[this].Scored);
}
}
/// <summary>
/// Moves the agent according to the selected action.
/// </summary>
public void MoveAgent(ActionSegment<int> act)
{
var dirToGo = Vector3.zero;
var rotateDir = Vector3.zero;
var action = act[0];
switch (action)
{
case 1:
dirToGo = transform.forward * 1f;
break;
case 2:
dirToGo = transform.forward * -1f;
break;
case 3:
rotateDir = transform.up * 1f;
break;
case 4:
rotateDir = transform.up * -1f;
break;
case 5:
dirToGo = transform.right * -0.75f;
break;
case 6:
dirToGo = transform.right * 0.75f;
break;
}
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
ForceMode.VelocityChange);
}
/// <summary>
/// Called every step of the engine. Here the agent takes an action.
/// </summary>
public override void OnActionReceived(ActionBuffers actionBuffers)
{
// Move the agent using the action.
MoveAgent(actionBuffers.DiscreteActions);
// Penalty given each step to encourage agent to finish task quickly.
AddReward(-1f / 15000);
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
discreteActionsOut[0] = 0;
if (Input.GetKey(KeyCode.D))
{
discreteActionsOut[0] = 3;
}
else if (Input.GetKey(KeyCode.W))
{
discreteActionsOut[0] = 1;
}
else if (Input.GetKey(KeyCode.A))
{
discreteActionsOut[0] = 4;
}
else if (Input.GetKey(KeyCode.S))
{
discreteActionsOut[0] = 2;
}
}
private void OnTriggerStay(Collider col)
{
if (col.CompareTag("switch"))
{
m_GameController.PlayerDict[this].HoldingSwitch = true;
}
}
void OnTriggerEnter(Collider col)
{
if (col.CompareTag("goal"))
{
m_GameController.AgentScored(this);
}
}
/// <summary>
/// In the editor, if "Reset On Done" is checked then AgentReset() will be
/// called automatically anytime we mark done = true in an agent script.
/// </summary>
public override void OnEpisodeBegin()
{
}
}

12
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomAgentCollab.cs.meta


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157
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/EscapeRoomGameController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
public class EscapeRoomGameController : MonoBehaviour
{
[System.Serializable]
public class PlayerInfo
{
public EscapeRoomAgentCollab Agent;
[HideInInspector]
public Vector3 StartingPos;
[HideInInspector]
public Quaternion StartingRot;
[HideInInspector]
public Rigidbody Rb;
public bool Scored;
public bool HoldingSwitch;
}
/// <summary>
/// Max Academy steps before this platform resets
/// </summary>
/// <returns></returns>
[Header("Max Environment Steps")] public int MaxEnvironmentSteps = 25000;
public int NumOfAgentsThatHaveScored = 0;
public List<PlayerInfo> AgentsList = new List<PlayerInfo>();
public Dictionary<EscapeRoomAgentCollab, PlayerInfo> PlayerDict =
new Dictionary<EscapeRoomAgentCollab, PlayerInfo>();
private SimpleMultiAgentGroup m_AgentGroup;
private int m_ResetTimer;
/// <summary>
/// We will be changing the ground material based on success/failue
/// </summary>
public MeshRenderer GroundRenderer;
public Material GroundMaterial; //cached on Awake()
public Material GoalScoredMaterial;
// Start is called before the first frame update
void Start()
{
// Initialize TeamManager
m_AgentGroup = new SimpleMultiAgentGroup();
foreach (var item in AgentsList)
{
item.StartingPos = item.Agent.transform.localPosition;
item.StartingRot = item.Agent.transform.localRotation;
item.Rb = item.Agent.GetComponent<Rigidbody>();
m_AgentGroup.RegisterAgent(item.Agent);
PlayerDict.Add(item.Agent, item);
}
ResetScene();
}
bool AgentIsHoldingSwitch()
{
foreach (var item in PlayerDict)
{
if (item.Value.HoldingSwitch)
{
return true;
}
}
return false;
}
public bool DoorIsOpen;
// Update is called once per frame
void FixedUpdate()
{
m_ResetTimer += 1;
if (m_ResetTimer >= MaxEnvironmentSteps && MaxEnvironmentSteps > 0)
{
m_AgentGroup.GroupEpisodeInterrupted();
ResetScene();
}
DoorIsOpen = AgentIsHoldingSwitch();
DoorOpen(DoorIsOpen);
foreach (var item in PlayerDict)
{
item.Value.HoldingSwitch = false;
}
}
public GameObject Door;
void DoorOpen(bool isOpen)
{
Door.SetActive(!isOpen);
}
void ResetScene()
{
NumOfAgentsThatHaveScored = 0;
m_ResetTimer = 0;
print($"Resetting {gameObject.name}");
foreach (var item in AgentsList)
{
item.Agent.transform.localPosition = item.StartingPos;
item.Agent.transform.localRotation = item.StartingRot;
item.Rb.velocity = Vector3.zero;
item.Rb.angularVelocity = Vector3.zero;
item.Scored = false;
item.HoldingSwitch = false;
}
DoorIsOpen = false;
DoorOpen(false);
//Random platform rot
var rotation = Random.Range(0, 4);
var rotationAngle = rotation * 90f;
transform.Rotate(new Vector3(0f, rotationAngle, 0f));
}
public void AgentScored(EscapeRoomAgentCollab agent)
{
if (PlayerDict[agent].Scored)
{
return;
}
print($"{agent.name} Scored");
PlayerDict[agent].Scored = true;
//Decrement the counter
NumOfAgentsThatHaveScored++;
// Swap ground material for a bit to indicate we scored.
StartCoroutine(GoalScoredSwapGroundMaterial(GoalScoredMaterial, 0.3f));
//Give Agent Rewards
m_AgentGroup.AddGroupReward(1);
if (NumOfAgentsThatHaveScored == 3)
{
//Reset assets
m_AgentGroup.EndGroupEpisode();
ResetScene();
}
}
/// <summary>
/// Swap ground material, wait time seconds, then swap back to the regular material.
/// </summary>
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
{
print("Start GoalScoredSwapGroundMaterial");
GroundRenderer.material = mat;
yield return new WaitForSeconds(time); // Wait for 2 sec
GroundRenderer.material = GroundMaterial;
}
}

11
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